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Ein ästhetischer, minimalistischer Typing Speed Test mit Echtzeit-WPM-Zähler und Genauigkeitsanalyse. Design-inspiriert durch japanische Kalligrafie.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>ZenType — Typing Speed Test</title>
<style>
:root {
--bg: #f5f5f5;
--text: #222;
--accent: #4a90a4;
--success: #2ecc71;
--error: #e74c3c;
--highlight: #a8d5a8;
}
body {
font-family: 'Hiragino Kaku Gothic ProN', 'Meiryo', 'MS Gothic', 'Noto Sans JP', sans-serif;
background-color: var(--bg);
color: var(--text);
margin: 0;
padding: 0;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
text-align: center;
}
.app {
max-width: 800px;
width: 100%;
padding: 2rem;
box-sizing: border-box;
}
.title {
font-size: 1.8rem;
font-weight: 300;
margin-bottom: 2rem;
color: var(--accent);
}
.controls {
margin-bottom: 2rem;
display: flex;
justify-content: center;
gap: 1rem;
}
button {
background: none;
border: 1px solid var(--accent);
color: var(--accent);
padding: 0.5rem 1.5rem;
border-radius: 20px;
cursor: pointer;
font-size: 0.9rem;
font-weight: 500;
transition: all 0.2s ease;
}
button:hover {
background-color: var(--accent);
color: white;
}
button:disabled {
border-color: #ccc;
color: #ccc;
cursor: not-allowed;
}
.stats {
margin: 1.5rem 0;
font-size: 0.9rem;
color: #666;
}
.wpm {
font-size: 2.5rem;
font-weight: 300;
margin: 1.5rem 0;
}
.test-area {
position: relative;
margin: 2rem 0;
font-size: 1.3rem;
line-height: 1.6;
white-space: pre-wrap;
min-height: 100px;
overflow: hidden;
transition: background-color 0.3s ease;
}
.test-area input {
width: 100%;
height: 100px;
font-size: 1.3rem;
font-family: inherit;
background: transparent;
border: none;
outline: none;
resize: none;
line-height: 1.6;
cursor: text;
}
.test-area input:focus {
outline: none;
}
.test-area.highlight {
background-color: var(--highlight);
}
.accuracy-indicator {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 4px;
background: none;
}
.accuracy-fill {
height: 100%;
background-color: var(--success);
width: 0%;
transition: width 0.5s ease;
}
.accuracy-fill.error {
background-color: var(--error);
}
.results-modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: none;
justify-content: center;
align-items: center;
z-index: 100;
opacity: 0;
transition: opacity 0.3s ease;
}
.results-modal.active {
display: flex;
opacity: 1;
}
.results {
background-color: white;
padding: 2rem;
border-radius: 10px;
max-width: 500px;
width: 90%;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.2);
}
.results h2 {
margin-top: 0;
color: var(--accent);
font-size: 1.5rem;
}
.result-item {
margin: 1rem 0;
font-size: 0.95rem;
}
.result-item strong {
color: var(--accent);
}
.close-btn {
position: absolute;
top: 1rem;
right: 1rem;
background: none;
border: none;
color: white;
font-size: 1.5rem;
cursor: pointer;
}
.close-btn:hover {
color: #ccc;
}
.performance-chart {
margin: 1.5rem 0;
height: 150px;
}
.chart-bar {
width: 5px;
background-color: var(--accent);
margin: 0 2px;
border-radius: 2px;
}
.chart-container {
display: flex;
align-items: flex-end;
height: 100%;
padding: 10px 0;
box-sizing: border-box;
}
.chart-bar wrapper {
position: relative;
}
.chart-value {
position: absolute;
bottom: 100%;
left: 50%;
transform: translateX(-50%);
font-size: 0.7rem;
color: var(--text);
white-space: nowrap;
}
.start-screen {
display: none;
}
.start-screen.active {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
}
.start-screen h1 {
font-size: 2.5rem;
margin-bottom: 2rem;
color: var(--accent);
}
.start-screen p {
font-size: 1.1rem;
margin-bottom: 2rem;
color: #555;
max-width: 500px;
}
@media (max-width: 600px) {
.title {
font-size: 1.5rem;
}
.wpm {
font-size: 2rem;
}
.app {
padding: 1rem;
}
}
</style>
</head>
<body>
<div class="app">
<div class="title">ZenType</div>
<div class="controls">
<button id="startBtn">Start Test</button>
<button id="resetBtn" disabled>Reset</button>
</div>
<div class="stats">
WPM: <span id="wpmDisplay">0</span> | Accuracy: <span id="accuracyDisplay">0%</span>
</div>
<div class="wpm" id="wpmTimer">0</div>
<div class="test-area">
<div class="accuracy-indicator">
<div class="accuracy-fill"></div>
</div>
<textarea id="testText" class="text-input" readonly>Kokoro wa tsutawaru koro, shizu ni hitotsu no kaori wo yomuru.</textarea>
<input type="text" id="userInput" autocomplete="off" spellcheck="false">
</div>
</div>
<div class="start-screen active">
<h1>ZenType</h1>
<p>Test your typing speed with perfect minimalism. Focus on the text, ignore distractions, and let your fingers flow like ink on paper.</p>
<button id="startBtn">Begin</button>
</div>
<div class="results-modal" id="resultsModal">
<div class="results">
<button class="close-btn" id="closeResultsBtn">×</button>
<h2>Your Results</h2>
<div class="result-item"><strong>Typing Speed:</strong> <span id="resultsWpm">0</span> WPM</div>
<div class="result-item"><strong>Accuracy:</strong> <span id="resultsAccuracy">0</span>%</div>
<div class="result-item"><strong>Time Taken:</strong> <span id="resultsTime">0</span> seconds</div>
<div class="result-item"><strong>Character per Minute:</strong> <span id="resultsCpm">0</span></div>
<div class="result-item"><strong>Error Rate:</strong> <span id="resultsErrors">0</span></div>
<div class="performance-chart">
<div class="chart-container">
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
</div>
</div>
</div>
</div>
<script>
// Japanese calligraphy text fragments
const texts = [
'Kokoro wa tsutawaru koro, shizu ni hitotsu no kaori wo yomuru.',
'Utsukushiki yo no nai koro, mitsu wo fukumeto.',
'Wakare yo, yume no ate wo tsuzukete.',
'Kakejiku ni tsukuru koto, koto ni imashite.',
'Shita no michi ni aranai mono wa nashi.',
'Sora ni kakeru chizuri no yukue wa, umi no te ni aru.',
'Ashi wo sumu basho ni, kaze ga furu.',
'Mono wa tsukuru hito ni shitae ni, tsukuru hito ni kichi wo aru.',
'Haru wa, kare rainu no yo ni, sakura no hana wo sabaku.',
'Yoru ni, hikari wo hiite, kuroi omoide ga samu.'
];
// DOM Elements
const startBtn = document.getElementById('startBtn');
const resetBtn = document.getElementById('resetBtn');
const wpmDisplay = document.getElementById('wpmDisplay');
const accuracyDisplay = document.getElementById('accuracyDisplay');
const wpmTimer = document.getElementById('wpmTimer');
const userInput = document.getElementById('userInput');
const testText = document.getElementById('testText');
const resultsModal = document.getElementById('resultsModal');
const closeResultsBtn = document.getElementById('closeResultsBtn');
const resultsWpm = document.getElementById('resultsWpm');
const resultsAccuracy = document.getElementById('resultsAccuracy');
const resultsTime = document.getElementById('resultsTime');
const resultsCpm = document.getElementById('resultsCpm');
const resultsErrors = document.getElementById('resultsErrors');
const startScreen = document.querySelector('.start-screen');
// State variables
let startTime;
let elapsedTime = 0;
let textPosition = 0;
let userPosition = 0;
let isTyping = false;
let accuracy = 0;
let totalChars = 0;
let correctChars = 0;
let errors = 0;
let performanceData = [];
// Performance chart elements
const chartBars = document.querySelectorAll('.chart-bar');
const maxWpm = 120; // Maximum WPM for chart scaling
// Initialize the test
function initTest() {
textPosition = 0;
userPosition = 0;
isTyping = false;
accuracy = 0;
totalChars = 0;
correctChars = 0;
errors = 0;
performanceData = [];
// Reset UI
wpmDisplay.textContent = '0';
accuracyDisplay.textContent = '0%';
wpmTimer.textContent = '0';
// Select a random text
const selectedText = texts[Math.floor(Math.random() * texts.length)];
testText.value = selectedText;
userInput.value = '';
// Reset styling
testText.style.backgroundColor = 'transparent';
testText.classList.remove('highlight');
// Reset buttons
startBtn.disabled = false;
resetBtn.disabled = true;
// Update chart
updateChart();
}
// Start the typing test
function startTyping() {
if (isTyping) return;
isTyping = true;
startTime = Date.now();
textPosition = 0;
userPosition = 0;
accuracy = 0;
totalChars = 0;
correctChars = 0;
errors = 0;
// Reset UI for new test
wpmDisplay.textContent = '0';
accuracyDisplay.textContent = '0%';
wpmTimer.textContent = '0';
// Disable start button
startBtn.disabled = true;
// Set focus to input
userInput.focus();
// Start timer
const timer = setInterval(() => {
if (!isTyping) {
clearInterval(timer);
return;
}
elapsedTime = (Date.now() - startTime) / 1000;
wpmTimer.textContent = calculateWPM();
// Update accuracy
const currentAccuracy = Math.round((correctChars / totalChars * 100) || 0);
accuracyDisplay.textContent = currentAccuracy + '%';
// Highlight text as user types
if (userPosition >= textPosition) {
testText.style.backgroundColor = 'transparent';
testText.classList.remove('highlight');
} else {
testText.style.backgroundColor = 'var(--highlight)';
testText.classList.add('highlight');
}
}, 100);
// Event listeners for input
userInput.addEventListener('input', handleInput);
}
// Handle user input
function handleInput() {
if (userInput.value.length > textPosition) {
// Check if current character is correct
if (userInput.value[userPosition] === testText.value[textPosition]) {
correctChars++;
} else {
errors++;
// Mark error visually
testText.style.color = 'var(--error)';
setTimeout(() => {
testText.style.color = 'var(--text)';
}, 200);
}
totalChars++;
textPosition++;
userPosition++;
// Update accuracy indicator
const fillPercentage = (correctChars / totalChars * 100) || 0;
document.querySelector('.accuracy-fill').style.width = fillPercentage + '%';
// Check for end of test
if (userPosition >= testText.value.length) {
endTest();
}
}
}
// Calculate WPM (Words Per Minute)
function calculateWPM() {
if (elapsedTime === 0) return 0;
const wordsTyped = Math.floor((totalChars + 1) / 5); // Approximate words (5 chars per word)
return Math.floor(wordsTyped / (elapsedTime / 60));
}
// End the test and show results
function endTest() {
isTyping = false;
resetBtn.disabled = false;
// Calculate final metrics
const finalWPM = calculateWPM();
const finalAccuracy = Math.round((correctChars / totalChars * 100) || 0);
const cpm = Math.round(totalChars / (elapsedTime / 60));
// Store performance data for chart
performanceData.push({
wpm: finalWPM,
accuracy: finalAccuracy,
time: elapsedTime
});
// Update chart
updateChart();
// Show results
resultsWpm.textContent = finalWPM;
resultsAccuracy.textContent = finalAccuracy;
resultsTime.textContent = elapsedTime.toFixed(1);
resultsCpm.textContent = cpm;
resultsErrors.textContent = errors;
// Show modal
resultsModal.classList.add('active');
setTimeout(() => {
resultsModal.style.opacity = '1';
}, 10);
}
// Update performance chart
function updateChart() {
if (performanceData.length === 0) {
chartBars.forEach(bar => bar.style.height = '0%');
} else {
const performanceData = performanceData.slice(-10); // Keep only the last 10 data points
const maxWpm = Math.max(...performanceData.map(data => data.wpm));
const maxTime = Math.max(...performanceData.map(data => data.time));
chartBars.forEach((bar, index) => {
const wpm = performanceData[index].wpm;
const time = performanceData[index].time;
const percentage = (wpm / maxWpm) * 100;
const timePercentage = (time / maxTime) * 100;
bar.style.height = `${percentage}%`;
chartBars[10 - index].style.height = `${timePercentage}%`;
});
}
}
</script>
</body>
</html>
```
Dr. Clara Voss, Chefin eines Frauensanatoriums in Berlin 1929, leitet ein Leben zwischen Scientific und Secret. Als ein Patientin, die nie gesprochen hat, plötzlich beginnt, die Wahrheit zu schreien, …
Ein Unity-MonoBehaviour, der biomorphes, organisch aussehendes Gelände generiert, das sich wie lebendige Landmasse entwickelt. Nutzt Perlin-Rauschen mit dynamischen Biome-Parametern für einzigartige,
using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof(MeshFilter))]
public class BiomorphicTerrainGenerator : MonoBehaviour
{
[Header("Generation Settings")]
[SerializeField] private float terrainSize = 100f;
[SerializeField] private int resolution = 51;
[SerializeField] private float heightScale = 20f;
[SerializeField] private int layers = 3;
[SerializeField] private float growthSpeed = 0.5f;
[SerializeField] private bool animate = true;
[SerializeField] private bool useBiomeVariation = true;
[Header("Material Settings")]
[SerializeField] private Material baseMaterial;
[SerializeField] private List<Material> biomeMaterials = new List<Material>();
[SerializeField] private bool applySmoothShading = true;
private Mesh mesh;
private Vector3[] vertices;
private int[] triangles;
private float[,] heights;
private float currentTime = 0f;
private int currentLayer = 0;
private void Start()
{
InitializeTerrain();
if (baseMaterial != null)
{
GetComponent<MeshRenderer>().material = baseMaterial;
}
}
private void InitializeTerrain()
{
GenerateMesh();
GenerateHeights();
}
private void GenerateMesh()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
vertices = new Vector3[resolution * resolution];
triangles = new int[(resolution - 1) * (resolution - 1) * 6];
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
vertices[y * resolution + x] = new Vector3(
x * terrainSize / (resolution - 1) - terrainSize / 2,
0,
y * terrainSize / (resolution - 1) - terrainSize / 2
);
}
}
for (int y = 0; y < resolution - 1; y++)
{
for (int x = 0; x < resolution - 1; x++)
{
int i1 = (y * resolution) + x;
int i2 = i1 + resolution;
triangles[(y * (resolution - 1) + x) * 6 + 0] = i1;
triangles[(y * (resolution - 1) + x) * 6 + 1] = i2;
triangles[(y * (resolution - 1) + x) * 6 + 2] = i1 + 1;
triangles[(y * (resolution - 1) + x) * 6 + 3] = i1 + 1;
triangles[(y * (resolution - 1) + x) * 6 + 4] = i2;
triangles[(y * (resolution - 1) + x) * 6 + 5] = i2 + 1;
}
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
if (applySmoothShading)
{
mesh.RecalculateNormals();
}
heights = new float[resolution, resolution];
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
heights[y, x] = 0;
}
}
}
private void GenerateHeights()
{
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
float nx = (float)x / (resolution - 1);
float ny = (float)y / (resolution - 1);
float height = 0;
// Multiple layers of Perlin noise for detail
for (int l = 0; l < layers; l++)
{
float frequency = Mathf.Pow(2, l);
float amplitude = Mathf.Pow(heightScale, 1 - l / (float)layers);
height += Mathf.PerlinNoise(nx * frequency, ny * frequency) * amplitude;
}
heights[y, x] = height * heightScale;
}
}
UpdateVertexHeights();
}
private void UpdateVertexHeights()
{
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
vertices[y * resolution + x].y = heights[y, x];
}
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
}
private void Update()
{
if (!animate) return;
currentTime += Time.deltaTime * growthSpeed;
// Cycle through layers with a smooth transition
if (useBiomeVariation)
{
float layerTime = currentTime % 1.0f;
currentLayer = Mathf.FloorToInt(layerTime * biomeMaterials.Count);
// Apply biome variation to heights
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
float nx = (float)x / (resolution - 1);
float ny = (float)y / (resolution - 1);
// Modify height based on biome layer
if (currentLayer < biomeMaterials.Count)
{
float biomeVariation = Mathf.PerlinNoise(nx * 2, ny * 2) * 0.5f;
heights[y, x] += biomeVariation * heightScale * 0.3f;
}
}
}
}
UpdateVertexHeights();
}
public void SetBaseMaterial(Material mat)
{
if (mat != null)
{
baseMaterial = mat;
GetComponent<MeshRenderer>().material = baseMaterial;
}
}
public void SetBiomeMaterials(List<Material> materials)
{
biomeMaterials = materials;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, new Vector3(terrainSize, 0, terrainSize));
}
}
### [Intro]
**(Instrumental: Fast, joyful marimba arpeggios layered with soaring pan-flute. A driving, sun-drenched pos…
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Du darfst: Herunterladen, teilen, remixen, kommerziell nutzen.
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Lizenz: CC BY 4.0